12:00 – Sy’s defense at noon!
GPT-2 Agents
- Fixed the regex in ChessMovesToDb
- More work on finding closest neighbors.
- Maybe keep a record of the number and type of pieces that are used?
- Looks like the basics are working. Here’s the test graph:
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- And here are the results. I made the code so that it only shows each neighbor once, but it may be useful to keep track of the number of times a neighbor shows up in a list. This might not be important in chess, but in less structured text environments (RPGs to Reddit threads), it may be valuable:
find_closest_neighbors(): nodes = ['a', 'b', 'c', 'd', 'e', 'f', 'g'] {'node': 'a', 'known_nearest': ['f', 'd']} {'node': 'b', 'known_nearest': ['f', 'd']} {'node': 'c', 'known_nearest': []} {'node': 'd', 'known_nearest': ['f', 'a', 'b', 'g']} {'node': 'e', 'known_nearest': []} {'node': 'f', 'known_nearest': ['a', 'g', 'd', 'b']} {'node': 'g', 'known_nearest': ['f', 'd']}
- At this point it’s not recursive, but it could be. I’m worried about combinatorial explosion though
- And here are the results. I made the code so that it only shows each neighbor once, but it may be useful to keep track of the number of times a neighbor shows up in a list. This might not be important in chess, but in less structured text environments (RPGs to Reddit threads), it may be valuable:
GOES
- Submit GVSETS paper – done!
- Meeting with Vadim and Issac at 11:00
- Goal is to move all the RW code out of the sim class and into its own and call methods from the sim class